Nansuchao Posted January 6, 2016 Share Posted January 6, 2016 On 1/6/2016 at 7:29 PM, gamerscircle said: Firstly - this is a great collection and I really enjoyed it on my Win64 bit. I had a problem in Jool, well - "Jool" to be more exact, I couldn't get within about 5 million km of the planet, the game would just chunk, but map view was okay. When I was out further , about 25 million, I was able to be in normal view and no chunk. Otherwise this was a great addition to the game and thank you to the team and the community for this. I have a question, can I simply use the sun "flare" parts without the rest? again, thank you for your time and dedication to KSP. Expand For Jool, it's a bug with Scatterer for gas giants. Blackrack is currently working on solving it. Until then, you can just remove the Scatterer entry for Jool. If you just want to use the flare, just use everythinf connected to it and remove everithing else. Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted January 6, 2016 Share Posted January 6, 2016 (edited) On 1/6/2016 at 6:17 PM, vagabond77 said: I made some changes with the unique purpose of increasing the frame rate and leave intact as much as possible the magnificent work of Proot. Expand I can confirm that your edits helped A LOT. I went up from 30 to 50 fps on a ship with 150 parts on take off with all grapics maxed out. On 1/6/2016 at 7:38 PM, Nansuchao said: For Jool, it's a bug with Scatterer for gas giants. Blackrack is currently working on solving it. Until then, you can just remove the Scatterer entry for Jool. Expand What he said. 64bit is not the problem behind it. Edited January 6, 2016 by SkyKaptn Quote Link to comment Share on other sites More sharing options...
Murdox Posted January 6, 2016 Share Posted January 6, 2016 (edited) On 1/6/2016 at 11:01 AM, Dix2lespace said: Ok thanks a lot Murdox. I go try your advices. Expand Well all im saying if you are going to use more mods than just KSPRC until KSP 1.1 release (Unity 5 patch with official x64 support) you should definitely try with Windows 64 bit community workaround for Windows or run x64bit in Linux. I just tested with clean 32bit KSP install with KSPRC. I used -force-d3d9, dynamic texture loader and tested half/full res textures from ksp settings and just as i expected it was still really near crashes 3-3.3gb RAM. -force-opengl command is another option, but still if you can barely run KSPRC u can't add more mods really. Edit: Oh well back to normal x64 again and it seems mr. @vagabond77 just brought us some more interesting performance stuff to mess up with. Lets see how its going to work with my own configs with clouds even though im not currently running planetshine at all. also thanks for sharing! Btw how those ksprc & planetcolor configs differ from original ones because only difference i found was some // markers front of lines at least in planetcolor.cfg Edited January 6, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 7, 2016 Share Posted January 7, 2016 On 1/6/2016 at 7:29 PM, Greg310 said: Why does Kerbin look so hazy from space once you are in game? Why doesn't it looks like it does on the main menu screen? You can see what I mean on the first post on this forum page by Bandus. Expand The Kerbin you see on the Main Menu does not show the scatterering effects from Scatterer. The one you are seeing from space in game includes the scatterering effect and that's why it looks "hazy" but that's just the atmosphere it's showing, which is realistic. Quote Link to comment Share on other sites More sharing options...
Greg310 Posted January 7, 2016 Share Posted January 7, 2016 Ok, makes sense I suppose. But that's not what the earth looks like from space right? Isn't it a bit too hazy? Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 7, 2016 Share Posted January 7, 2016 On 1/7/2016 at 2:00 AM, Greg310 said: Ok, makes sense I suppose. But that's not what the earth looks like from space right? Isn't it a bit too hazy? Expand Meh, all a matter of opinion I guess. You can mess with it with Alt + F10 which brings up the Scatterer GUI and you can mess with the variables there! Quote Link to comment Share on other sites More sharing options...
Proot Posted January 7, 2016 Author Share Posted January 7, 2016 (edited) I'm tweaking all those details and doing much more things. Feeling like... Please be patient. Edited January 7, 2016 by Proot Quote Link to comment Share on other sites More sharing options...
Bandus Posted January 7, 2016 Share Posted January 7, 2016 (edited) On 1/5/2016 at 9:35 PM, Bandus said: Greetings! I noticed while playing using KSPRC I am having an odd graphical issue. Basically, with a vessel in Kerbin orbit if I zoom out all the way, I see this: This looks reasonable to me, however, I did notice there seem to be no clouds which I thought was odd. However, the real issue is that when I zoom in on the vessel a bit, the land masses change to look like this: I'm not sure what is causing this. Any help would be appreciated very much! Expand To be clear, my concern here isn't the haze. My concern is the the fact that when I zoom in slightly towards a vessel, all the ground textures go to jaggedy and..not pretty. Also, you can't see it in the screenshot, but in real time the outline of the continents has like...moving lines...on them? I really appreciate all the effort into this but if I've done something wrong I'd like to fix it OR if I can help resolve a problem with the mod I'd like to do that too! Edited January 7, 2016 by Bandus Quote Link to comment Share on other sites More sharing options...
Proot Posted January 7, 2016 Author Share Posted January 7, 2016 On 1/7/2016 at 3:42 AM, Bandus said: To be clear, my concern here isn't the haze. My concern is the the fact that when I zoom in slightly towards a vessel, all the ground textures go to jaggedy and..not pretty. Also, you can't see it in the screenshot, but in real time the outline of the continents has like...moving lines...on them? I really appreciate all the effort into this but if I've done something wrong I'd like to fix it OR if I can help resolve a problem with the mod I'd like to do that too! Expand Is not a "problem". The Ocean Shader in Scatterer is simply not finished yet. I've talked about this gap with @blackrack he will work on it, but he not even has a GPU right now... So if you want this detail "finished", sadly you need to wait. Of course, if you want/can lend him a hand to get a new GPU, probably the work will be done sooner: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v002182-24122015-ocean-shaders-get-them-while-theyre-hot/&page=1 Quote Link to comment Share on other sites More sharing options...
Bandus Posted January 7, 2016 Share Posted January 7, 2016 On 1/7/2016 at 4:01 AM, Proot said: Is not a "problem". The Ocean Shader in Scatterer is simply not finished yet. I've talked about this gap with @blackrack he will work on it, but he not even has a GPU right now... So if you want this detail "finished", sadly you need to wait. Of course, if you want/can lend him a hand to get a new GPU, probably the work will be done sooner: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v002182-24122015-ocean-shaders-get-them-while-theyre-hot/&page=1 Expand Ah ha! That is what I didn't understand. I didn't realize it simply was incomplete at this stage. Thank you for clarifying! Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 7, 2016 Share Posted January 7, 2016 On 1/7/2016 at 4:01 AM, Proot said: Is not a "problem". The Ocean Shader in Scatterer is simply not finished yet. I've talked about this gap with @blackrack he will work on it, but he not even has a GPU right now... So if you want this detail "finished", sadly you need to wait. Of course, if you want/can lend him a hand to get a new GPU, probably the work will be done sooner: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v002182-24122015-ocean-shaders-get-them-while-theyre-hot/&page=1 Expand Don't worry I still have my laptop which runs it okay, I'll be back to continue working on scatterer soon. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 7, 2016 Share Posted January 7, 2016 (edited) @blackrack What sort of GPU do you want or aiming to purchase Edited January 7, 2016 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 7, 2016 Share Posted January 7, 2016 On 1/7/2016 at 7:45 AM, Virtualgenius said: @blackrack What sort of GPU do you want or aiming to purchase Expand Probably a gtx 960, though I might not actually go through with it because I'm going to be back on the move soon and won't be using my desktop PC. Quote Link to comment Share on other sites More sharing options...
JayS_NL Posted January 7, 2016 Share Posted January 7, 2016 (edited) On 1/6/2016 at 5:09 AM, Proteus said: ooh boy they look gorgeous i'm drooling,any chance you release them for the public? Expand If there's enough interest, sure. I might even redo it at some point. Still a personal thing though I'll see if i can pop a download-link somewhere - but again - it's more of a personal thing Edited January 7, 2016 by maseo Quote Link to comment Share on other sites More sharing options...
Dix2lespace Posted January 8, 2016 Share Posted January 8, 2016 On 1/6/2016 at 1:05 AM, Murdox said: @Dix2lespaceIf I understood right that your 32bit KSP is crashing during loading screen and can't even go main menu (only with KSPRC installed). This sounds like your 32bit game is running out of RAM (memory) wich usually happens around ~3.5gb limit with 32bit KSP. Usually these "visual" and some other mods wich is using lot of heavy textured files can make your game running out of that 3.5gb limit really fast. If possible try to check from "Task Manager" or other monitoring software are you running out of RAM. And if so...? there is some solutions you can try play with. Force OpenGL, force DirectX9 with "Dynamic Texture Loader" mod, KSP x64 workaround or then just try to remove some parts from KSPRC. If you are able to survive trough loading screen and can go to settings from main menu you can try to set textures to "Half Res". Let me know if it was not 32bit RAM crash problem or/and you need further assistance... Expand Thanks murdox! I've tried to set textures to "Half Res" and it works very good with: -trajectories -dynamic texture loader -dockingport alignement -Karbonite plus -FTT -Warp drive -Kerbal alarm clock -USI kolonisation system -RCS build aid -Karbonite -TAC life support -Chatterer It take me, 3.1 GB of RAM on windows 7 64bit in dx11 (game in 32bit). But as soon as i have tried "full res" in graphic option, the game instant shutdown. So "half res" + dynamic texture loader is perfect. Great thanks murdox Quote Link to comment Share on other sites More sharing options...
Murdox Posted January 8, 2016 Share Posted January 8, 2016 (edited) Your welcome and glad you got it work! Okay so you have 32bit game, DTL and Half-Res textures working right now, but one more thing i would like to suggest to try with is dx9 instead of dx11. I think it should reduce RAM usage even more than dx11 and you may get even more fps/performance with dx9. also VRAM savings with dx9 + DTL is awesome if you can pass that loading screen. Idk if you tried with it already this was only my assuming. i think magical limit is near 3.3 - 3.5gb at least for me. If you want to try it out command is: -force-d3d9 Edit: Also apologies to Proot... we're filling your ksprc topic with helpdesk things here Edited January 8, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
Proot Posted January 8, 2016 Author Share Posted January 8, 2016 On 1/8/2016 at 1:48 AM, Murdox said: Your welcome and glad you got it work! Okay so you have 32bit game, DTL and Half-Res textures working right now, but one more thing i would like to suggest to try with is dx9 instead of dx11. I think it should reduce RAM usage even more than dx11 and you may get even more fps/performance with dx9. also VRAM savings with dx9 + DTL is awesome if you can pass that loading screen. Idk if you tried with it already this was only my assuming. i think magical limit is near 3.3 - 3.5gb at least for me. If you want to try it out command is: -force-d3d9 Edit: Also apologies to Proot... we're filling your ksprc topic with helpdesk things here Expand In fact I appreciate the favor, a lot. If I dedicate my time to solve all this "small" things, with my crappy and slow english, all would be much more slow and worse... But seriously, I wait anxiously the update to Unity 5, basically with the expectation of send to the oblivion most of the memory problems... This thread has much more messages related to the memory usage than with the mod by itself. Anyways, as I've said many times in past pages: atm is hard to play this in dx9/windows without "tweaks" in your install; dx11/windows does it better but has some problems (as black Jool)... so the best choice, in memory saving and in general terms, -imho- is to force OpenGL in windows. I play with several mods (not parts), forcing OpenGL, without memory crashes. For me the only problem with OpenGL is the lack of antialiasing, but I can force it in the GPU options, so is not a problem at all. Quote Link to comment Share on other sites More sharing options...
igor_perusco Posted January 8, 2016 Share Posted January 8, 2016 If anybody still has performance troubles with KSPRC and the fixes posted above don't work for them. Try cutting out EVE and the EVE configs and see if that helps, it made a 70fps difference on my end. The 0.24 of EVE can still function as an alternative for now. Thanks Proot and everybody else for an awesome mod Quote Link to comment Share on other sites More sharing options...
Riks Posted January 8, 2016 Share Posted January 8, 2016 (edited) On 1/6/2016 at 6:17 PM, vagabond77 said: CHANGES: 1) Edit files GameData\KSPRC\KSPRC.cfg (only comment, no change value) @Kopernicus:AFTER[Kopernicus] { // @Body[Sun] // { // Particles // { // Particle // { // target = Sun // texture = KSPRC/Kopernicus/Glow // minEmission = 10 // maxEmission = 500 // lifespanMin = 30 // lifespanMax = 60 // sizeMin = 9 // sizeMax = 4999 // speedScale = 0.0005 // rate = 0.015 // randVelocity = 0.3, 0.6, 0.1 // Colors // { // color1 = 1.000, 0.950, 0.747, 0.750 // color2 = 1.000, 0.994, 0.707, 0.750 // color3 = 1.000, 0.960, 0.724, 0.750 // color4 = 1.000, 1.000, 0.803, 0.750 // color5 = 1.000, 0.970, 0.800, 0.750 // } // } // } // } @Body[Moho] { @PQS { Mods { VertexColorSolid { blend = 1.0 color = 0.01, 0.01, 0.01, 1.0 order = 9999975 } VertexColorMapBlend { map = TextureReplacer/Default/moho00.dds order = 9999976 blend = 0.999 } } Material { saturation = 1.2 contrast = 2.35 powerNear = 0.55 powerFar = 0.36 groundTexStart = 0 groundTexEnd = 1500 steepPower = 3 steepTexStart = 1500 steepTexEnd = 70000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 2000 lowMultiFactor = 20 lowBumpNearTiling = 2000 lowBumpFarTiling = 20 midTex = KSPRC/Terrain/Textures/cracks midBumpMap = KSPRC/Terrain/Textures/cracks_NRM midNearTiling = 3000 midMultiFactor = 35 midBumpNearTiling = 3000 midBumpFarTiling = 35 highTex = KSPRC/Terrain/Textures/cracks highBumpMap = KSPRC/Terrain/Textures/cracks_NRM highNearTiling = 2200 highMultiFactor = 25 highBumpNearTiling = 2200 highBumpFarTiling = 25 } } } @Body[Gilly] { @PQS { Mods { VertexHeightMap { map = KSPRC/Kopernicus/new_gilly_hm.png offset = 0 enabled = true } VertexColorMap { map = TextureReplacer/Default/evemoon100.dds order = 9999977 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.5 powerNear = 0.7 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1000 steepPower = 0.75 steepTexStart = 1000 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/glassoil steepBumpMap = KSPRC/Terrain/Textures/glassoil_NRM steepNearTiling = 800 steepTiling = 80 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 800 lowMultiFactor = 8 lowBumpNearTiling = 800 lowBumpFarTiling = 8 midTex = KSPRC/Terrain/Textures/mon midBumpMap = KSPRC/Terrain/Textures/mon_NRM midNearTiling = 1000 midMultiFactor = 10 midBumpNearTiling = 1000 midBumpFarTiling = 10 highTex = KSPRC/Terrain/Textures/regolum highBumpMap = KSPRC/Terrain/Textures/regolum_NRM highNearTiling = 1000 highMultiFactor = 10 highBumpNearTiling = 1000 highBumpFarTiling = 10 lowStart = 0 lowEnd = 0.1 highStart = 0.2 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Eve] { @PQS { Material { saturation = 1.25 contrast = 3 powerNear = 0.7 powerFar = 0.7 groundTexStart = 0 groundTexEnd = 1500 steepPower = 4 steepTexStart = 15000 steepTexEnd = 90000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 800 steepTiling = 180 lowTex = KSPRC/Terrain/Textures/sands lowBumpMap = KSPRC/Terrain/Textures/sands_NRM lowNearTiling = 1600 lowMultiFactor = 160 lowBumpNearTiling = 1600 lowBumpFarTiling = 160 midTex = KSPRC/Terrain/Textures/arena midBumpMap = KSPRC/Terrain/Textures/dunes_NRM midNearTiling = 500 midMultiFactor = 150 midBumpNearTiling = 150 midBumpFarTiling = 150 highTex = KSPRC/Terrain/Textures/roca highBumpMap = KSPRC/Terrain/Textures/roca_NRM highNearTiling = 500 highMultiFactor = 170 highBumpNearTiling = 500 highBumpFarTiling = 170 } } } @Body[Kerbin] { @Atmosphere { ambientColor = 0.05,0.05,0.051,1 lightColor = 0.65, 0.58, 0.5, 1.0 } @PQS { Material { saturation = 0.975 contrast = 1.7 powerNear = 0.725 powerFar = 0.725 groundTexStart = 0 groundTexEnd = 2000 steepPower = 4 steepTexStart = 10000 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 140 lowTex = KSPRC/Terrain/Textures/arena lowBumpMap = KSPRC/Terrain/Textures/arena_NRM lowNearTiling = 4000 lowMultiFactor = 375 lowBumpNearTiling = 4000 lowBumpFarTiling = 400 midTex = KSPRC/Terrain/Textures/grass midBumpMap = KSPRC/Terrain/Textures/grass_NRM midNearTiling = 4000 midMultiFactor = 300 midBumpNearTiling = 4000 midBumpFarTiling = 325 highTex = KSPRC/Terrain/Textures/pnoise highBumpMap = KSPRC/Terrain/Textures/pnoise_NRM highNearTiling = 4000 highMultiFactor = 100 highBumpNearTiling = 4000 highBumpFarTiling = 100 } } } @Body[Mun] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/NewMunSurfaceMapDiffuse.dds order = 9999978 } } Material { saturation = 1 contrast = 1.15 powerNear = 0.7 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 3500 steepTexStart = 3000 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/lunarsoil steepBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM steepNearTiling = 900 steepMultiFactor = 9 steepBumpNearTiling = 900 steepBumpFarTiling = 9 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 1200 lowMultiFactor = 12 lowBumpNearTiling = 1200 lowBumpFarTiling = 12 midTex = KSPRC/Terrain/Textures/lunarsoil midBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM midNearTiling = 1100 midMultiFactor = 11 midBumpNearTiling = 1000 midBumpFarTiling = 11 highTex = KSPRC/Terrain/Textures/lunarsoil highBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM highNearTiling = 1000 highMultiFactor = 10 highBumpNearTiling = 1000 highBumpFarTiling = 10 globalDensity = 0 } } } @Body[Minmus] { @Template { removePQSMods = AltitudeAlpha } @PQS { materialType = AtmosphericMain Material { saturation = 1 contrast = 1.15 powerNear = 0.75 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1500 steepPower = 0.5 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/glassoil steepBumpMap = KSPRC/Terrain/Textures/glassoil_NRM steepNearTiling = 1000 steepTiling = 10 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 800 lowMultiFactor = 8 lowBumpNearTiling = 800 lowBumpFarTiling = 8 midTex = KSPRC/Terrain/Textures/lunarsoil midBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM midNearTiling = 1300 midMultiFactor = 13 midBumpNearTiling = 1300 midBumpFarTiling = 13 highTex = KSPRC/Terrain/Textures/glassoil highBumpMap = KSPRC/Terrain/Textures/glassoil_NRM highNearTiling = 1300 highMultiFactor = 13 highBumpNearTiling = 1300 highBumpFarTiling = 13 lowStart = 0 lowEnd = 0.1 highStart = 0.15 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } Mods { VertexHeightMap { map = KSPRC/Kopernicus/new_minmus_hm.png offset = 0 enabled = true } VertexColorSolid { blend = 1.0 color = 0.01, 0.01, 0.01, 1.0 order = 999999998 } VertexColorMap { map = TextureReplacer/Default/NewMunSurfaceMap00.dds order = 999999999 blend = 0.999 } } } } @Body[Ike] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/desertplanetmoon00.dds order = 9999980 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1 powerNear = 0.7 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 50000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 1000 lowMultiFactor = 10 lowBumpNearTiling = 1000 lowBumpFarTiling = 10 midTex = KSPRC/Terrain/Textures/glassoil midBumpMap = KSPRC/Terrain/Textures/glassoil_NRM midNearTiling = 1200 midMultiFactor = 12 midBumpNearTiling = 1200 midBumpFarTiling = 12 highTex = KSPRC/Terrain/Textures/regolum highBumpMap = KSPRC/Terrain/Textures/regolum_NRM highNearTiling = 1500 highMultiFactor = 15 highBumpNearTiling = 1500 highBumpFarTiling = 15 lowStart = 0 lowEnd = 0.085 highStart = 0.15 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Duna] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/Duna5_00.dds order = 9999981 } } Material { saturation = 0.875 contrast = 1.36 powerNear = 0.7 powerFar = 0.6 groundTexStart = 0 groundTexEnd = 2750 steepPower = 2 steepTexStart = 2500 steepTexEnd = 30000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 800 steepTiling = 130 lowTex = KSPRC/Terrain/Textures/sands lowBumpMap = KSPRC/Terrain/Textures/sands_NRM lowNearTiling = 3000 lowMultiFactor = 30 lowBumpNearTiling = 3000 lowBumpFarTiling = 30 midTex = KSPRC/Terrain/Textures/marsu midBumpMap = KSPRC/Terrain/Textures/marsu_NRM midNearTiling = 3200 midMultiFactor = 40 midBumpNearTiling = 3200 midBumpFarTiling = 40 highTex = KSPRC/Terrain/Textures/margo highBumpMap = KSPRC/Terrain/Textures/margo_NRM highNearTiling = 2000 highMultiFactor = 22 highBumpNearTiling = 2000 highBumpFarTiling = 22 lowStart = 0 lowEnd = 0.5 highStart = 0.925 highEnd = 1.05 shader = Terrain/PQS/PQS Main - Optimised } } } @Body[Dres] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/dwarfplanet100.dds order = 9999982 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.5 powerNear = 0.75 powerFar = 0.7 groundTexStart = 0 groundTexEnd = 1500 steepPower = 2 steepTexStart = 1500 steepTexEnd = 50000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/regolum lowBumpMap = KSPRC/Terrain/Textures/regolum_NRM lowNearTiling = 1800 lowMultiFactor = 18 lowBumpNearTiling = 1800 lowBumpFarTiling = 18 midTex = KSPRC/Terrain/Textures/mon midBumpMap = KSPRC/Terrain/Textures/mon_NRM midNearTiling = 1800 midMultiFactor = 18 midBumpNearTiling = 1800 midBumpFarTiling = 18 highTex = KSPRC/Terrain/Textures/glassoil highBumpMap = KSPRC/Terrain/Textures/glassoil_NRM highNearTiling = 1800 highMultiFactor = 18 highBumpNearTiling = 1800 highBumpFarTiling = 18 lowStart = 0 lowEnd = 0.15 highStart = 0.2 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main planetOpacity = 1 passCount = 4 renderQueue = 2000 } } } @Body[Pol] { @PQS { Mods { VertexHeightMap { map = KSPRC/Kopernicus/new_pol_hm.png offset = 0 enabled = true } VertexColorMap { map = TextureReplacer/Default/gp1minormoon200.dds order = 9999984 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.5 powerNear = 0.75 powerFar = 0.7 groundTexStart = 0 groundTexEnd = 1500 steepPower = 2 steepTexStart = 1500 steepTexEnd = 50000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/arena lowBumpMap = KSPRC/Terrain/Textures/arena_NRM lowNearTiling = 1500 lowMultiFactor = 15 lowBumpNearTiling = 1500 lowBumpFarTiling = 15 midTex = KSPRC/Terrain/Textures/mon midBumpMap = KSPRC/Terrain/Textures/mon_NRM midNearTiling = 1500 midMultiFactor = 15 midBumpNearTiling = 1500 midBumpFarTiling = 15 highTex = KSPRC/Terrain/Textures/regolum highBumpMap = KSPRC/Terrain/Textures/regolum_NRM highNearTiling = 1500 highMultiFactor = 15 highBumpNearTiling = 1500 highBumpFarTiling = 15 lowStart = 0 lowEnd = 0.12 highStart = 0.2 highEnd = 0.25 globalDensity = 0 shader = Terrain/PQS/PQS Main planetOpacity = 1 passCount = 4 renderQueue = 2000 } } } @Body[Bop] { @PQS { Mods { VertexHeightMap { map = KSPRC/Kopernicus/new_bop_hm.png offset = 0 enabled = true } VertexColorMap { map = TextureReplacer/Default/gp1minormoon100.dds order = 9999984 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.3 powerNear = 0.75 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 800 steepTiling = 80 lowTex = KSPRC/Terrain/Textures/lunarsoil lowBumpMap = KSPRC/Terrain/Textures/lunarsoil_NRM lowNearTiling = 800 lowMultiFactor = 8 lowBumpNearTiling = 800 lowBumpFarTiling = 8 midTex = KSPRC/Terrain/Textures/mon midBumpMap = KSPRC/Terrain/Textures/mon_NRM midNearTiling = 1300 midMultiFactor = 13 midBumpNearTiling = 1300 midBumpFarTiling = 13 highTex = KSPRC/Terrain/Textures/regolum highBumpMap = KSPRC/Terrain/Textures/regolum_NRM highNearTiling = 1300 highMultiFactor = 13 highBumpNearTiling = 1300 highBumpFarTiling = 13 lowStart = 0 lowEnd = 0.1 highStart = 0.15 highEnd = 0.3 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Tylo] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/rockyMoon00.dds order = 9999985 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.3 powerNear = 0.75 powerFar = 0.65 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/regolum lowBumpMap = KSPRC/Terrain/Textures/regolum_NRM lowNearTiling = 2000 lowMultiFactor = 20 lowBumpNearTiling = 2000 lowBumpFarTiling = 20 midTex = KSPRC/Terrain/Textures/regolum midBumpMap = KSPRC/Terrain/Textures/regolum_NRM midNearTiling = 1000 midMultiFactor = 10 midBumpNearTiling = 1000 midBumpFarTiling = 10 highTex = KSPRC/Terrain/Textures/cold highBumpMap = KSPRC/Terrain/Textures/cold_NRM highNearTiling = 600 highMultiFactor = 6 highBumpNearTiling = 600 highBumpFarTiling = 6 lowStart = 0 lowEnd = 0.1 highStart = 0.2 highEnd = 0.25 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Vall] { @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/gp1icemoon00.dds order = 9999986 } } materialType = AtmosphericMain Material { saturation = 1 contrast = 1.3 powerNear = 0.6 powerFar = 0.5 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1.5 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1100 steepTiling = 110 lowTex = KSPRC/Terrain/Textures/cold lowBumpMap = KSPRC/Terrain/Textures/cold_NRM lowNearTiling = 1000 lowMultiFactor = 10 lowBumpNearTiling = 1000 lowBumpFarTiling = 10 midTex = KSPRC/Terrain/Textures/plainstone midBumpMap = KSPRC/Terrain/Textures/plainstone_NRM midNearTiling = 1500 midMultiFactor = 16 midBumpNearTiling = 1500 midBumpFarTiling = 16 highTex = KSPRC/Terrain/Textures/iceberg highBumpMap = KSPRC/Terrain/Textures/iceberg_NRM highNearTiling = 1500 highMultiFactor = 16 highBumpNearTiling = 1500 highBumpFarTiling = 16 lowStart = 0 lowEnd = 0.6 highStart = 0.9 highEnd = 1 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Laythe] { @PQS { Material { saturation = 1 contrast = 1.55 powerNear = 0.725 powerFar = 0.725 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 1000 steepTiling = 100 lowTex = KSPRC/Terrain/Textures/sands lowBumpMap = KSPRC/Terrain/Textures/sands_NRM lowNearTiling = 1000 lowMultiFactor = 10 lowBumpNearTiling = 1000 lowBumpFarTiling = 10 midTex = KSPRC/Terrain/Textures/dunes midBumpMap = KSPRC/Terrain/Textures/dunes_NRM midNearTiling = 400 midMultiFactor = 200 midBumpNearTiling = 400 midBumpFarTiling = 200 highTex = KSPRC/Terrain/Textures/marsu highBumpMap = KSPRC/Terrain/Textures/marsu_NRM highNearTiling = 1500 highMultiFactor = 15 highBumpNearTiling = 1500 highBumpFarTiling = 15 lowStart = 0 lowEnd = 0.3 highStart = 0.85 highEnd = 1 } } } @Body[Eeloo] { Particles { Particle { target = Sun texture = KSPRC/Kopernicus/particle.png minEmission = 800 maxEmission = 1000 lifespanMin = 0.1 lifespanMax = 0.1 sizeMin = 0.075 sizeMax = 0.15 speedScale = 0.0 rate = 0.0 randVelocity = 33.3, 66.6, 99.9 Colors { color1 = 1.000, 1.000, 1.000, 0.900 color2 = 1.000, 1.000, 1.000, 0.800 color3 = 1.000, 1.000, 1.000, 0.700 color4 = 1.000, 1.000, 1.000, 0.600 color5 = 1.000, 1.000, 1.000, 0.500 } } } @PQS { Mods { VertexColorMap { map = TextureReplacer/Default/snowydwarfplanet00.dds order = 99999969 } } materialType = AtmosphericOptimized Material { saturation = 1 contrast = 3.5 powerNear = 0.4 powerFar = 0.3 groundTexStart = 0 groundTexEnd = 1500 steepPower = 1 steepTexStart = 1500 steepTexEnd = 100000 steepTex = KSPRC/Terrain/Textures/roca steepBumpMap = KSPRC/Terrain/Textures/roca_NRM steepNearTiling = 800 steepTiling = 40 lowTex = KSPRC/Terrain/Textures/arena lowBumpMap = KSPRC/Terrain/Textures/arena_NRM lowNearTiling = 1000 lowMultiFactor = 100 lowBumpNearTiling = 1000 lowBumpFarTiling = 100 midTex = KSPRC/Terrain/Textures/cold midBumpMap = KSPRC/Terrain/Textures/cold_NRM midNearTiling = 900 midMultiFactor = 8 midBumpNearTiling = 900 midBumpFarTiling = 8 highTex = KSPRC/Terrain/Textures/pnoise highBumpMap = KSPRC/Terrain/Textures/roca_NRM highNearTiling = 300 highMultiFactor = 30 highBumpNearTiling = 300 highBumpFarTiling = 30 lowStart = 0 lowEnd = 0.25 highStart = 0.8 highEnd = 1 globalDensity = 0 shader = Terrain/PQS/PQS Main passCount = 4 renderQueue = 2000 } } } @Body[Jool] { @ScaledVersion { ProceduralGasGiant { rampTexture = KSPRC/KopernicusExpansion/JoolRamp cloudSpeed = 0.5 hasStorms = true stormMap = KSPRC/KopernicusExpansion/JoolStorms stormFrequency = 5 stormDistortion = 0.85 seed = 731983 distortion = 0.015 frequency = 11 lacunarity = 1.4 gain = 1.3 } } } } 2) Edit files GameData\DistantObject\PlanetColors.cfg //Color definitions for planets //Custom planet mods can add their own color definitions! Just add another .cfg file inside your mod folder (of any name, //anywhere inside the GameData path), and mirror the format of this document. //The color value is just RGB values, from 0 to 255. This is the color when 100% saturated (default is 65%, see Settings.cfg). CelestialBodyColor { // name = Moho // color = 124,102,88 } CelestialBodyColor { // name = Eve // color = 104,76,141 } CelestialBodyColor { // name = Gilly // color = 134,119,103 } CelestialBodyColor { // name = Kerbin // color = 73,99,121 } CelestialBodyColor { // name = Mun // color = 80,82,81 } CelestialBodyColor { // name = Minmus // color = 187,253,228 } CelestialBodyColor { // name = Duna // color = 165,72,41 } CelestialBodyColor { // name = Ike // color = 64,64,64 } CelestialBodyColor { // name = Dres // color = 128,128,128 } CelestialBodyColor { // name = Jool // color = 117,173,78 } CelestialBodyColor { // name = Laythe // color = 88,92,106 } CelestialBodyColor { // name = Vall // color = 140,158,160 } CelestialBodyColor { // name = Tylo // color = 188,180,168 } CelestialBodyColor { // name = Bop // color = 100,86,76 } CelestialBodyColor { // name = Pol // color = 238,206,152 } CelestialBodyColor { // name = Eeloo // color = 200,205,201 } 3) Download PlanetShine 0.2.4.2 Replace PlanetShine.dll in GameData\PlanetShine\Plugins Add CelestialBodies.cfg in GameData\PlanetShine\Config I hope this can be of help and maybe someone will have better ideas to optimize this beautiful project. Expand Wooow!!! That helped a lot thanks mate!! Clear skies and high fps today at KSC, we are ready for launch! Edited January 8, 2016 by Riks Quote Link to comment Share on other sites More sharing options...
Death Engineering Posted January 8, 2016 Share Posted January 8, 2016 On 1/8/2016 at 1:54 PM, Riks said: Wooow!!! That helped a lot thanks mate!! Clear skies and high fps today at KSC, we are ready for launch! Expand I did the same and definitely got more FPS but getting memory issues now (when never had problem before). Also removed the reflection plugin. Using DX11. I'll keep using these configs and tolerate the crashing... it's worth it. Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted January 8, 2016 Share Posted January 8, 2016 On 1/8/2016 at 1:54 PM, Riks said: Wooow!!! That helped a lot thanks mate!! Clear skies and high fps today at KSC, we are ready for launch! Expand I am glad that these settings have been of help. Can anyone tell me what exactly controls the first part of the file (KSPRC.cfg) that I excluded? After the change did not notice differences but the performance in the planet map are greatly improved. Quote Link to comment Share on other sites More sharing options...
Bobbyguy Posted January 8, 2016 Share Posted January 8, 2016 I'm having a problem where when I am building a spaceship the UI is completely white. Some icons are there and most of the parts are still visible but the UI is white. Anybody else have this problem or know a fix? Quote Link to comment Share on other sites More sharing options...
Speadge Posted January 8, 2016 Share Posted January 8, 2016 On 1/6/2016 at 6:17 PM, vagabond77 said: CHANGES: 1) Edit files GameData\KSPRC\KSPRC.cfg (only comment, no change value) 2) Edit files GameData\DistantObject\PlanetColors.cfg Expand well, 5 FPS not bad, thanks Quote Link to comment Share on other sites More sharing options...
Mr Betelgeuse Posted January 8, 2016 Share Posted January 8, 2016 So is there any news on some FPS guides? I really want to use this pack, but I just cannot because my game refuses to run anything over 25 FPS. And I have a beefy PC. I have an Intel Core i7-5930K and two 980 with an SLI configuration and I still can't max it out 60, let alone 30. I delete the cloud.cfg file, but then the whole game looks... well, not like KSPRC, which really ruins it for me. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 8, 2016 Share Posted January 8, 2016 (edited) On 1/8/2016 at 8:41 PM, Mr Betelgeuse said: So is there any news on some FPS guides? I really want to use this pack, but I just cannot because my game refuses to run anything over 25 FPS. And I have a beefy PC. I have an Intel Core i7-5930K and two 980 with an SLI configuration and I still can't max it out 60, let alone 30. I delete the cloud.cfg file, but then the whole game looks... well, not like KSPRC, which really ruins it for me. Expand Just one page back there is... As well as people talking about it just a few posts up Here is a link to what some have found to help their FPS. Edited January 8, 2016 by Nhawks17 Quote Link to comment Share on other sites More sharing options...
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